//
// Created by huyiming on 15-5-8.
//

#include "Shake.h"
// not really useful, but I like clean default constructors
CCShake::CCShake() : m_strength_x(0), m_strength_y(0), m_initial_x(0), m_initial_y(0)
{
}

CCShake* CCShake::create( float d, float strength )
{
    // call other construction method with twice the same strength
    return createWithStrength( d, strength, strength );
}

CCShake* CCShake::createWithStrength(float duration, float strength_x, float strength_y)
{
    CCShake *pRet = new CCShake();

    if (pRet && pRet->initWithDuration(duration, strength_x, strength_y))
    {
        pRet->autorelease();
    }
    else
    {
        CC_SAFE_DELETE(pRet);
    }


    return pRet;
}

bool CCShake::initWithDuration(float duration, float strength_x, float strength_y)
{
    if (ActionInterval::initWithDuration(duration))
    {
        m_strength_x = strength_x;
        m_strength_y = strength_y;
        return true;
    }

    return false;
}

// Helper function. I included it here so that you can compile the whole file
// it returns a random value between min and max included
static float fgRangeRand( float min, float max )
{
    float rnd = CCRANDOM_0_1();
    return rnd*(max-min)+min;
}

void CCShake::update(float dt)
{
    float randx = fgRangeRand( -m_strength_x, m_strength_x )*dt;
    float randy = fgRangeRand( -m_strength_y, m_strength_y )*dt;

    // move the target to a shaked position
    _target->setPosition( ccpAdd(ccp(m_initial_x, m_initial_y),ccp( randx, randy)));
}

void CCShake::startWithTarget(Node *pTarget)
{
    ActionInterval::startWithTarget( pTarget );

    // save the initial position
    m_initial_x = pTarget->getPosition().x;
    m_initial_y = pTarget->getPosition().y;
}

void CCShake::stop(void)
{
    // Action is done, reset clip position
    this->getTarget()->setPosition( ccp( m_initial_x, m_initial_y ) );

    ActionInterval::stop();
}

///////////////////////////////////////////////////////////////////////////////


CCFallOffShake::CCFallOffShake()
{

}

// Create the action with a time and a strength (same in x and y)
CCFallOffShake* CCFallOffShake::create(float d, float strength )
{
    return createWithStrength( d, strength, strength );
}

// Create the action with a time and strengths (different in x and y)
CCFallOffShake* CCFallOffShake::createWithStrength(float duration, float strength_x, float strength_y)
{
    CCFallOffShake *pRet = new CCFallOffShake();

    if (pRet && pRet->initWithDuration(duration, strength_x, strength_y))
    {
        pRet->autorelease();
    }
    else
    {
        CC_SAFE_DELETE(pRet);
    }

    return pRet;
}

void CCFallOffShake::update(float dt)
{
    float rate = (getDuration() - getElapsed())/getDuration();
    if (rate < 0.f) {
        rate = 0.f;
    }

    float randx = fgRangeRand( -m_strength_x, m_strength_x )*rate;
    float randy = fgRangeRand( -m_strength_y, m_strength_y )*rate;

    // move the target to a shaked position
    _target->setPosition( ccpAdd(ccp(m_initial_x, m_initial_y),ccp( randx, randy)));
}